Lifestealer is surely grotesque as he as a bad case of hyperdontia and exposed tissue and bone, not to mention his blood trails from his hands. Bane also has slit wrists which are constantly bleeding grape juice. It just seemed odd that Pudge was stitched up, and those heroes are not in the workshop.
Witty! It's actually a valid question. There are countless workshops and talks held in related festivals every year. Books on it. It can be quite a complicated science to get it really right, and of course there are then many styles. So posting to tell people to flip that imaginary 'Imagination' switch in their brain…
I see this question on the dota forum pretty often, and I always remind everyone that there is a totally awesome, and relevant Dota 2 Tutorial Thread. It showcases a lot of techniques, tricks and tips that tons of the cool dota dudes use to make sweet items. Hope this helps, and start a workshop thread!! ;)
Yayyy! Indeed I'm also gonna have to thank you, Ben, for pressurising me into going to the ConceptArt workshop... it's really helped my artwork a lot and I learned so much there. If you hadn't been chastising me over MSN, I'd never have gone. Hooray for Polycount!
Vertex book has some great tutorials about hand painting. Download it for free. http://www.artbypapercut.com/ Check these links too: http://www.polycount.com/forum/showpost.php?p=1515379&postcount=170 And finally, take a look at Dota Texturing guide:…
Hey Anthony, glad you're doing this AI workshops are a ton of fun. Looking good so far, but there are a few issues with smoothing and normals, getting some minor banding. Also watch out for those tack on bolts laid over, they're casting minor seams around your maps.
Yep, +1 fella's. Also I've been a long time fan of Scott Eaton's work and his workshop is practically bursting at the seams with handy sculping/anatomy learning material so when you've spare time give them an eyeball or two as well. http://www.scott-eaton.com/tutorials
Hmm...I think the Rubick files on the workshop page are old. Looks like he might have been resized and Valve hasn't updated his files, same thing happened with Juggernaut and Earthshaker, among others. I would try scaling up the cape and reimport it at the bigger size
Hey there, If you are planning on creating a low poly version of your model and you want to bake some high poly stuff on it, then you only need to UV the low-poly. The high poly doesn't need to be unwrapped. There are loads of good tutorials over at Digital Tutors , 3DMotive , The Gnomon Workshop .
Alright, just placed it up on the workshop http://steamcommunity.com/sharedfiles/filedetails/?id=683556595 I'm seeing a lot of skins that are simply paintings applied to the weapon so I think I'm going to try to do something like that for another submission too before the end. Good luck everyone!